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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_Init">FSOUND_Init</A></H2>
Initializes the FMOD Sound System.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FSOUND_Init</B><B>(</B><BR>
<B>int </B><B> </B><I>mixrate</I><B>,</B><BR>
<B>int </B><B> </B><I>maxsoftwarechannels</I><B>,</B><BR>
<B>unsigned int </B><B> </B><I>flags</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mixrate</I></TD>
<TD>Output rate in hz between 4000 and 65535.  Any thing outside this will cause<BR>
the function to fail and return FALSE.<BR>
PS2 Note.   Only rates of 24000 and 48000 are supported.<BR>
PSP Note.   Only rates of 22050 and 44100 are supported.<BR>
SmartPhone Note.  Use 22050 or the operating system may crash outside of the control of fmod.<BR>
</TD><TR VALIGN=top><TD><I>maxchannels</I></TD>
<TD>Maximum number of SOFTWARE channels available.<BR>
The number of HARDWARE channels is autodetected.  The total number of channels available (hardware and software) after initialization can be found with FSOUND_GetMaxChannels.           <BR>
Having a large number of maxchannels does not adversely affect cpu usage, but it means it has the POTENTIAL to mix a large number of channels, which can have an adverse effect on cpu usage.<BR>
1024 is the highest number that can be set.  Anything higher will return an error.<BR>
</TD><TR VALIGN=top><TD><I>flags</I></TD>
<TD>See FSOUND_INIT_FLAGS.  Controls some global or initialization time aspects of playback.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
You do not have control over how many hardware channels are available to you.  In a lot of<BR>
cases it may be 0 (the sound card does not have the ability to supply hardware channels).<BR>
This is why it is usually a good idea to supply FSOUND_Init with a good number of software<BR>
channels to fall back onto, for example 32.<BR>
Hardware channels are 3D hardware channels only.  There is no benefit in supporting hardware<BR>
for 2d playback of sound effects.  With todays machines and FMOD's superior mixing routines,<BR>
FMOD's software engine can sometimes be faster than the driver's hardware support!  <BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_Close.html">FSOUND_Close</A>
, 
<A HREF="FSOUND_File_SetCallbacks.html">FSOUND_File_SetCallbacks</A>
, 
<A HREF="FSOUND_GetCurrentLevels.html">FSOUND_GetCurrentLevels</A>
, 
<A HREF="FSOUND_GetDriverCaps.html">FSOUND_GetDriverCaps</A>
, 
<A HREF="FSOUND_GetFreeHWRam.html">FSOUND_GetFreeHWRam</A>
, 
<A HREF="FSOUND_GetMaxChannels.html">FSOUND_GetMaxChannels</A>
, 
<A HREF="FSOUND_GetMemoryStats.html">FSOUND_GetMemoryStats</A>
, 
<A HREF="FSOUND_GetOutputHandle.html">FSOUND_GetOutputHandle</A>
, 
<A HREF="FSOUND_GetOutputRate.html">FSOUND_GetOutputRate</A>
, 
<A HREF="FSOUND_Init.html">FSOUND_Init</A>
, 
<A HREF="FSOUND_INIT_FLAGS.html">FSOUND_INIT_FLAGS</A>
, 
<A HREF="FSOUND_PlaySound.html">FSOUND_PlaySound</A>
, 
<A HREF="FSOUND_PlaySoundEx.html">FSOUND_PlaySoundEx</A>
, 
<A HREF="FSOUND_SetBufferSize.html">FSOUND_SetBufferSize</A>
, 
<A HREF="FSOUND_SetDriver.html">FSOUND_SetDriver</A>
, 
<A HREF="FSOUND_SetHWND.html">FSOUND_SetHWND</A>
, 
<A HREF="FSOUND_SetMaxHardwareChannels.html">FSOUND_SetMaxHardwareChannels</A>
, 
<A HREF="FSOUND_SetMemorySystem.html">FSOUND_SetMemorySystem</A>
, 
<A HREF="FSOUND_SetMinHardwareChannels.html">FSOUND_SetMinHardwareChannels</A>
, 
<A HREF="FSOUND_SetMixer.html">FSOUND_SetMixer</A>
, 
<A HREF="FSOUND_SetOutput.html">FSOUND_SetOutput</A>
, 
<A HREF="FSOUND_SetSpeakerMode.html">FSOUND_SetSpeakerMode</A>
, 
<A HREF="FSOUND_SPU2_Alloc.html">FSOUND_SPU2_Alloc</A>
, 
<A HREF="FSOUND_Stream_Play.html">FSOUND_Stream_Play</A>
, 
<A HREF="sceSifAddCmdHandler.html">sceSifAddCmdHandler</A>
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